System and method for dynamically adjusting prizes or awards based on a platform

ABSTRACT

One aspect of the disclosure relates to implementing a system to encourage cross platform operation in an online game. The online game may provide the ability to provide incentives for participating in cross platform game play. The system may monitor the player&#39;s performance on a particular console and provide incentives to accomplish tasks through game play on a different platform than the player is currently operating to play the game.

FIELD

The disclosure relates to dynamically adjusting prizes or awards basedon a platform through which a player accesses an online game.

BACKGROUND

When engaging in various online games, players usually use only oneplatform. Thus, any information about the player's habits is usuallylimited to that singular platform. In some implementations, the platformthe player operates may be very limiting in providing information aboutthe player.

SUMMARY

One aspect of the disclosure relates to implementing a system toencourage cross platform operation in an online game. The online gamemay provide the ability to provide incentives for participating in crossplatform game play. The system may monitor the player's performance on aparticular console and provide incentives to accomplish tasks throughgame play on a different platform than the player is currently operatingto play the game. This may provide a mechanism through which players aredirected to the online game through a platform or platform that providean enhanced in-game experience for an individual player, that enhances aplayer's ability to make purchases in and/or for the game, that enhancesa conversion rate of purchases made by a player in the game, thatenhances the user's engagement and/or usage session, and/or providesother enhancements. This mechanism may be relatively unobtrusive tousers, while aligning benefits of the user on a platform-by-platformbasis with the benefits of the online game provider.

A system configured to dynamically adjust prizes or awards based on aplatform may include one or more processors configured to executecompute program modules. The program modules may comprise a game module,a user module, an interaction module, a relationship module, a networkmodule, a user valuation module, a reward module, and/or any othermodules.

The game module may be configured to execute a game instance of a gamespace. The game instance may be used to facilitate presentation of viewsof the game space to users. The game instance may be configured tofacilitate interaction of the users with the game space and/or eachother by performing operations in the game instance in response tocommands and/or any other input received from the users. The users mayinclude a first user that accesses the game through multiple gameplatforms including a first game platform and a second game platformand/or any other game platform. Game platforms include online servicesthrough which users access online games and/or other resources. The gameplatforms may provide authentication, social graph information,demographic information, and/or other information to the games and/orother resources. The game platforms may be accessed by users throughwebsites and/or other online media. Examples of online game platformsinclude, for example, Facebook, battle.net, Twitter, zynga.com,Kabam.com, Google Plus, iTunes/iOS, Google Play, and/or other onlineplatforms.

A user module may be configured to manage user profiles including userinformation related to participating in a game through multiple modules.The user information may include user information for the first userthat describes interaction of the first user with the game through thefirst platform and the second platform and/or any other platform. Userinformation may be stored in user accounts and/or profiles. Useraccounts may be an account on a video game central server or within apeer-to-peer network that contains a user profile including personal,billing, and character account information. A user attribute may be anyattribute that can be applied to a user account. User attributes mayinclude, but not be limited to: real currency, discount of monthly feesfor playing game, monthly fee for playing a game, interest rates for useof or borrowing real or virtual cash amounts, global character attributesettings for all characters created by player across multiple games,rewards for encouraging another player to sign up to play and/or anyother attributes.

A user valuation module may be configured to determine user valuemetrics for the users on the individual platforms. The user valuationmodule may determine a first user value metric for the first user on thefirst platform and a second user value metric for the first user on thesecond platform based on the user information stored in the userprofiles.

The user valuation module may be configured to determine the user valuemetrics of the user on the various platforms through which the user mayaccess the game. The metrics may include the first user value metric andthe second user value metric and/or any other metric. The user valuationmodule may determine the user value metrics based on the past userspending and/or any other type of spending by the users on theplatforms. The past user spending may comprise one or more of: virtualcurrency and real world currency and/or any other type of currency. Theuser valuation module may be configured such that the amount of the pastuser spending in the game may be monitored by one or more of: a spendvelocity, a spend frequency, a total amount spent, conversion rates ofthe different platforms, monetization through ads on the differentplatforms, and/or other variables in addition to in game spending thatimpact value to the game provider.

A reward module may be configured to provide virtual rewards to users inthe game responsive to users participating in or completing activities.The activities may include a first activity and/or any other activity.The reward module may determine responsive to the first user completingthe first activity, a reward to provide the users based on the platformthrough which the user is accessing the game to perform the firstactivity and/or any other activity. The reward module may be configuredto determine if the user completes the activities comprising one or moreof: tasks in the game, logging into the game, interacting with otherusers in the game, inviting other people to join the game and/oractivities.

The reward module may create an incentive for users to play on more thanone platform. Many times users usually play games only one platform andthe information about the user's habits is usually limited to thatsingular platform. By creating a mechanism to provide rewards to usersoutside the single platform, users will be incentivized to play ondifferent game platforms. While users play on different game platforms,game administrators may monitor different types of user habits andbehavior. The user habits and behavior may include spend behavior anduser engagement all based on user input through each console. This willallow a game administrator to gain a better understanding of user habitsand overall behavior. A user's habits and behavior may be captured notonly when the user is traveling through their phone, but also when theyare at home on their PC, when they are on their office PC, and/or whenthey are on their home console and/or any other platform.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates an exemplary system configured to dynamicallyadjusting prizes or awards based on a platform in an online game,according to an aspect of the invention.

FIG. 2 illustrates an exemplary method of implementing dynamicallyadjusting prizes or awards based on a platform an online game, accordingto an aspect of the invention.

FIG. 3 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

FIG. 4 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

FIG. 5 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

FIG. 6 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

FIG. 7 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

FIG. 8 illustrates an exemplary diagram of a user interface whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 configured to dynamically adjust prizesor awards based on a platform in an online game, according to an aspectof the invention. The program modules may comprise a game module 18, auser module 20, an interaction module, a store module, a user valuationmodule 22, a reward module 24, a network module 26, and/or any othermodules. In some implementations, system 10 may include a game server(s)12. The game server(s) 12 may host a game space in which an online gametakes place. The game server(s) 12 may be configured to communicate withone or more client computing platform(s) 14 according to a client/serverarchitecture. The users may access system 10 and/or the game space viaclient computing platform(s) 14.

The game server(s) 12 may be configured to execute one or more computerprogram modules. The computer program modules may include one or more ofa game module 18, a user module 20, an interaction module, a storemodule, a user valuation module 22, a reward module 24, a network module26, and/or any other modules.

The game module 18 may be configured to execute a game instance of agame space. The game instance may be used to facilitate presentation ofviews of the game space to users. The game instance may be configured tofacilitate interaction of the users with the game space and/or eachother by performing operations in the game instance in response tocommands and/or any other input received from the users. The users mayinclude a first user that accesses the game through multiple gameplatforms including a first game platform and a second game platformand/or any other game platform. Platforms may include hardwareplatforms, operating system platforms and/or software platforms.

In some implementations, hardware platform may include different typesof systems in general (e.g., mainframe, workstation, desktop, handheldand/or embedded) and/or the specific type of processor (e.g., x86,SPARC, PowerPC and/or Alpha). Game platforms may include online servicesthrough which users access online games and/or other resources. The gameplatforms may provide authentication, social graph information,demographic information, and/or other information to the games and/orother resources. The game platforms may be accessed by users throughwebsites and/or other online media. Examples of online game platformsinclude, for example, Facebook, battle.net, Twitter, zynga.com,Kabam.com, Google Plus, iTunes/iOS, Google Play, and/or other onlineplatforms.

The game module 18 may be configured to implement the instance of thegame space executed by the computer modules to determine state of thegame space. The state may then be communicated (e.g., via streamingvisual data, via object/position data, and/or other state information)from server(s) 12 to client computing platforms 14 for presentation tousers. The state determined and transmitted to a given client computingplatform(s) 14 may correspond to a view for a user character beingcontrolled by a user via the given client computing platform(s) 14. Thestate determined and transmitted to a given client computing platform(s)14 may correspond to a location in the game space. The view described bythe state for the given client computing platform may correspond, forexample, to the location from which the view is taken, the location theview depicts, and/or other locations, a zoom ratio, a dimensionality ofobjects, a point-of-view, and/or view parameters of the view. One ormore of the view parameters may be selectable by the user.

The instance of the game space may comprise a simulated space that isaccessible by users via clients (e.g., client computing platforms 14)that present the views of the game space to a user. The simulated spacemay have a topography, express ongoing real-time interaction by one ormore users, and/or include one or more objects positioned within thetopography that are capable of locomotion within the topography. In someinstances, the topography may be a 2-dimensional topography. In otherinstances, the topography may be a 3-dimensional topography. Thetopography may include dimensions of the space, and/or surface featuresof a surface or objects that are “native” to the space. In someinstances, the topography may describe a surface (e.g., a groundsurface) that runs through at least a substantial portion of the space.In some instances, the topography may describe a volume with one or morebodies positioned therein (e.g., a simulation of gravity-deprived spacewith one or more celestial bodies positioned therein). The instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which state of the game space isdetermined by game module 18 is not intended to be limiting. The gamemodule 18 may be configured to express the game space in a more limited,or more rich, manner. For example, views determined for the game spacerepresenting the state of the instance of the game space may be selectedfrom a limited set of graphics depicting an event in a given placewithin the game space. The views may include additional content (e.g.,text, audio, pre-stored video content, and/or other content) thatdescribes particulars of the current state of the place, beyond therelatively generic graphics. For example, a view may include a genericbattle graphic with a textual description of the opponents to beconfronted. Other expressions of individual places within the game spaceare contemplated.

Within the instance(s) of the game space executed by game module 18,users may control characters, objects, simulated physical phenomena(e.g., wind, rain, earthquakes, and/or other phenomena), and/or otherelements within the game space to interact with the game space and/oreach other. The user characters may include avatars. As used herein, theterm “user character” may refer to an object (or group of objects)present in the game space that represents an individual user. The usercharacter may be controlled by the user with which it is associated. Theuser controlled element(s) may move through and interact with the gamespace (e.g., non-user characters in the game space, other objects in thegame space). The user controlled elements controlled by and/orassociated with a given user may be created and/or customized by thegiven user. The user may have an “inventory” of virtual goods and/orcurrency that the user can use (e.g., by manipulation of a usercharacter or other user controlled element, and/or other items) withinthe game space.

The users may participate in the instance of the game space bycontrolling one or more of the available user controlled elements in thegame space. Control may be exercised through control inputs and/orcommands input by the users through client computing platform(s) 14. Theusers may interact with each other through communications exchangedwithin the game space. Such communications may include one or more oftextual chat, instant messages, private messages, voice communications,and/or other communications. Communications may be received and enteredby the users via their respective client computing platform(s) 14.Communications may be routed to and from the appropriate users throughserver(s) 12 (e.g., through game module 18).

The system may comprise a user module 20 configured to store inventoriesof virtual items that are available to users in the game space. Theinventories may include a first inventory and/or any other inventory ofvirtual items available to a first user in the game space. The usermodule 20 may be configured to access and/or manage one or more userprofiles and/or user information associated with users of the system 10.The one or more user profiles and/or user information may includeinformation stored by game server(s) 12, one or more of the clientcomputing platform(s) 14, and/or other storage locations. The userprofiles may include, for example, information identifying users (e.g.,a username or handle, a number, an identifier, and/or other identifyinginformation) within the game space, security login information (e.g., alogin code or password), game space account information, subscriptioninformation, virtual currency account information (e.g., related tocurrency held in credit for a user), relationship information (e.g.,information related to relationships between users in the game space),game space usage information, demographic information associated withusers, interaction history among users in the game space, informationstated by users, purchase information of users, browsing history ofusers, a client computing platform identification associated with auser, a phone number associated with a user, and/or other informationrelated to users.

The user module 20 may be configured to store inventories of virtualitems including resources that are available to users in the game space.Various matters may be collected in an inventory. These matters mayinclude, but are not limited to, virtual items, virtual resources,character attributes, character skills, and/or virtual currency. Avirtual item may be an item that can be used in a virtual world toassist a player's character. Examples of virtual items include, but arenot limited to, valuables (money, valuable metals or gems, etc.),weapons, spell components, defense components, and/or armor. A virtualresource may be a resource that can be used in the virtual world tocreate game attributes. Examples of virtual resources include wood,stone, herbs, water, ores, animals, monsters, bosses, non-playercharacters (NPCs), building materials, potions, etc. A characterattribute may be any quality, trait, feature and/or characteristic aparticular character can have. Character attributes may include, but arenot be limited to: a character score, a virtual object, the physicalappearance of a character, an emblem or mark, a synthetic voice, virtualcurrency, virtual help points or credits, the ability to join groups ofother players at a later time, a score for subsequent matching of latergame parameters, a relationship with another character, a geneticprofile or makeup, a skill or skill level, and/or a ranking. Characterskills may be game attributes inherent in or acquired by a playercharacter during game play such as, but not limited to: the ability tocast (certain) spells, foretell the future, read minds, use (certain)weapons, cook, hunt, find herbs, assemble herbs into potions, mine,assemble objects into other objects, fly, and/or enchant other playercharacters.

The user maintains an inventory for the user's character in whichvirtual awards may be collected. The inventory may be accessed throughan interface. As the character progresses through the game it mayreceive access to higher-level gear. Higher-level gear may be morepowerful and/or effective within the game. This may include havingparameters (e.g., hit points, attack strength, defense points, speed,etc.) that enhance the functionality of the gear in the game. The playermay be able to review items within the player's inventory and equip thecharacter with an item appropriate to the current game situation. Itemsmay be dragged from the inventory to a preview window. As items areselected, they may appear either on or next to the character. Forexample, if the character is currently not wearing any armor and/oraccessories, armor and accessories such as a cape may be added byaccessing the character's inventory. Management of a character'sinventory is a common game mechanic, and may lead to many hours of gameplay. Players may collect, trade, buy, fight over items, and/or performother actions to add to their inventory. Games in different genres, suchas science fiction, may incorporate items specific to that genre. Forexample, laser guns may be substituted in place of swords as thestandard weapon used by characters within a science fiction-type game.The data describing clothing and other equipment or gear may be storedin the character record.

Players within the game may acquire virtual currency. In such games, thevirtual currency might be represented by virtual coins, virtual cash, orby a number or value stored by the server for that player's benefit.Such virtual currency represents units of value for use in the onlinegame system, and is analogous to legal currency. Virtual currency can bepurchased in one or more actual cash or credit transactions by a player,where the legal currency is transferred using a credit/debit/charge cardtransaction conveyed over a financial network. A player may earn virtualcurrency by taking action in the game. For example, a player may berewarded with one or more units of virtual currency after completing atask, quest, challenge, or mission within the game. For example, afarming game might reward 10 gold coins each time a virtual crop isharvested.

Virtual currency may be used to purchase one or more in-game assets orother benefits. For example, a player may be able to exchange virtualcurrency for a desired level, access, right, or item in an online game.In some implementations, legal currency can be used to directly purchasean in-game asset or other benefit. The player can select the desiredin-game asset or other benefit. Once the necessary selections are made,the player can place the order to purchase the in-game asset or otherbenefit. This order is received by the game system, which can thenprocess the order. If the order is processed successfully, anappropriate financial account associated with the player can be debitedby the amount of virtual currency or legal currency needed to buy theselected in-game asset or other benefit.

Multiple types of virtual currency may be available for purchase fromthe game system operator. For example, an online game may have virtualgold coins and virtual cash. The different types of virtual currency mayhave different exchange rates with respect to legal currency and eachother. For example, a player may be able to exchange $1 in legalcurrency for either 100 virtual gold coins or $2 in virtual cash, butvirtual gold coins may not be exchanged for virtual cash. Similarly,where in-game assets and other benefits can be purchased with virtualcurrency, they may have different exchange rates with respect to thedifferent types of virtual currency. For example, a player may be ableto buy a virtual business object for $10 in virtual cash, but may notpurchase the virtual business object for virtual gold coins alone. Insome embodiments, certain types of virtual currency can be acquired byengaging in various in-game actions while other types of virtualcurrency can only be acquired by exchanging legal currency. For example,a player may be able to acquire virtual gold coins by selling virtualgoods in a business, but can only acquire virtual cash by exchanginglegal currency. Virtual cash may be awarded for leveling up in the game.

The user module 20 may be configured to manage user profiles includinguser information related to participating in a game through multiplemodules. The user information may include user information for the firstuser that describes interaction of the first user with the game throughthe first platform and the second platform and/or any other platform.User information may be stored in user accounts and/or profiles. Useraccounts may be an account on a video game central server or within apeer-to-peer network that contains a user profile including personal,billing, and character account information. A user attribute may be anyattribute that can be applied to a user account. User attributes mayinclude, but not be limited to: real currency, discount of monthly feesfor playing game, monthly fee for playing a game, interest rates for useof or borrowing real or virtual cash amounts, global character attributesettings for all characters created by player across multiple games,rewards for encouraging another player to sign up to play and/or anyother attributes.

The interaction module may be configured to monitor interactions of theusers with the game space and/or each other within the game space. Thismay include monitoring, for a given user, one or more of times at whichthe given user is logged in to the game space, areas of the game spacethe given user views or interacts with or in, other users the given userinteracts with, the nature and/or content of interactions of the givenuser with other users, activities participated in within the game space,level, powers, or skill attained in the game space, inventory itemsobtained in the game space, and/or other interactions of the given userwith the game space and/or other users. Some or all of the informationgenerated by interaction module in monitoring the interactions of theusers may be stored to the user profiles managed by user module 20.

At a given time, interaction module may determine a set of users thatare currently engaged with the game space and/or a set of users that arecurrently not engaged with the game space. Being engaged with the gamespace may refer to being logged in to the game space, performing someaction or interaction within the game space within some period of time(e.g., the last 2 minutes), and/or other taking some other actionindicating ongoing and contemporaneous engagement with the game space.

The interaction module may be configured to determine, for individualusers, an activity metric that indicates an activity level within thegame space. The activity metric may be determined based on one or moreof log in frequency, amount of time logged in to the game space within arolling time period (e.g., over the last day, week, month, or otherrolling time period), average amount of time logged in to the game spaceover some length of time (e.g., per day, per week, and/or other lengthof time), average log in session time over a rolling time period, numberof inter-user communications over a length of time, number of inter-usercommunications per log in, number of relationships with other users inthe game space, number of new relationships with other users in the gamespace within a rolling time period, amount of real world money spent inthe game space, and/or other activity parameters.

A store module may be configured to present a store interface to theusers. The store interface may present offers to users to buy iteminstances of virtual items. The virtual items may include a firstvirtual item and/or any other item. A virtual item may be an item thatcan be used in the game instance by the user. For example, a virtualitem may be used to assist a player's character, and/or in other ways.Examples of virtual items include, but are not limited to, resources,currency, valuables (money, valuable metals or gems, etc.), weapons,spell components, defense components, armor, mounts, pets, attire, powerups, and/or other items.

A store module may be configured to effectuate presentation to the usersof offers to purchase resources. The offers may include a first offerfor the first user to purchase a first set of one or more virtual items.The virtual items may include a virtual good, a virtual currency, and/orother virtual items as described above. For example, the store modulemay be configured such that the offers presented to the first user maybe restricted to offers having prices in a first price range. The firstprice range may be determined based on the user metric for the firstuser, and/or the user metric for other users. The store module may beconfigured such that the first price range may change as participationby the first user in the game causes the user metric for the first userto change. The store module may be configured such that the first pricerange may be bounded by one or more both of a minimum value and/or amaximum value. The store module may be configured such that the offershaving prices below the minimum value may not be available for purchaseby the first user. The store module may be configured such that offershaving prices above the maximum value may be locked. This may mean theoffers having prices above the maximum value may be unavailable forpurchase by the first user independent from whether the first user hasconsideration sufficient to purchase such offers. Such offers may becomeunlocked as the maximum value of the price range is adjusted above theprices of such offers.

For example, players' experience with pricing of in-game goods may beassociated with their progress in the game. In some implementations, thehigher the level of the player, the lower the in-game goods may cost.Depending on the level of the player, the goods available to the playermay change. Overall, the more the player advances in the game, new itemsmay be unlocked to the player for purchase. Goods previously provided tothe player for purchase may or may not be accessible to the playerdepending on the player's level.

A user valuation module 22 may be configured to determine user valuemetrics for the users on the individual platforms. The user valuationmodule 22 may determine a first user value metric for the first user onthe first platform and a second user value metric for the first user onthe second platform based on the user information stored in the userprofiles.

The user valuation module 22 may be configured to determine the uservalue metrics of the user on the various platforms through which theuser may access the game. The metrics may include the first user valuemetric and the second user value metric and/or any other metric. Theuser valuation module may determine the user value metrics based on thepast user spending and/or any other type of spending by the users on theplatforms. The past user spending may comprise one or more of: virtualcurrency and real world currency and/or any other type of currency. Theuser valuation module may be configured such that the amount of the pastuser spending in the game may be monitored by one or more of: a spendvelocity, a spend frequency, a total amount spent, conversion rates ofthe different platforms, monetization through ads on the differentplatforms, and/or other variables in addition to in game spending thatimpact value to the game provider.

The user metric may quantify one or more of a progress within the game,a power level within the game, a skill level within the game, a level ofvirtual technology advancement within the game, success within the gameas a whole or within certain types of gameplay (e.g.,player-versus-player gameplay, player-versus-environment gameplay,harvesting gameplay, and/or other gameplay types), and/or other aspects.A metric can be classified as a status metric or a predictive metric. Astatus metric characterizes behavioral information of a set of on-lineentities where the behavioral information is related to at least oneactivity of the on-line entities within the persistent virtualenvironment. Example status metrics include, without limitation, aprominence metric, a centrality degree metric, a cohesive subgroupmetric, a group level equivalence metric, a leadership metric, astrength of ties metric, an interactivity metric, a topic of interactionmetric, a role metric, a social accounting metric, a game-play metric, amodeling metric, and an interaction topic metric as well as othermetrics. These metrics are subsequently briefly described.

A predictive metric can, for example, evaluate the change in a statusmetric over time. Example predictive metrics include, withoutlimitation: a churn metric, compatibility metric, a scheduling metric, acontent consumption metric, an environmental balance metric, a survivalmetric, and an economic metric. Churn metrics predict the probability ofa user leaving the persistent virtual environment, based on the user'spast interaction patterns. Compatibility metrics indicate whether or nota user's play style will match a proposed player association or whetherthe user's play style matches that of the user association to whichhe/she is a member. Scheduling metrics predict the probability of aplayer being available for a future joint activity, so that suchactivities can be planned in advance. Content consumption metricspredict when users will have exhausted the persistent virtualenvironment's resources, in order to plan timely expansions to thepersistent virtual environment. Environmental balance metrics predictthe effects of a design change on the persistent virtual environment,such as removing a given “profession” or certain items from thepersistent virtual environment. Economic metrics predict inflation,trade volume, and other variables in order to maintain the balance oftrade in the persistent virtual environment. The survival metricindicates the health of a user association.

The predictive metrics can include those that develop a time-series ofsingle or combinations of status metrics (weighted or un-weighted) thatrepresent trends; metrics that represent heuristically determinedconditions relevant to the predicted health of the persistent virtualenvironment; metrics based on a vector of attributes representingcharacteristics of the on-line entity such that the vectors can be usedto classify on-line entities and to determine the characteristics ofsuccessful on-line entities; and to determine whether on-line entitieshave characteristics that are progressing toward or away from thecharacteristics of successful online entities.

The classification of the on-line entities can utilize a Bayesiannetwork, spectral analysis, nearest neighbor techniques or any otherclassification mechanism.

The predictive metrics can timely measure the social aspects of userinteractions in the persistent virtual environment, and measure and/ormonitor the health of the online user community in a persistent virtualenvironment. By using the predictive metrics, the MMOG provider canalter the persistent virtual environment to encourage desired socialinteractions and to discourage less desired social interactions.

A reward module 24 may be configured to provide virtual rewards to usersin the game responsive to users participating in or completingactivities. The activities may include a first activity and/or any otheractivity. The reward module 24 may determine responsive to the firstuser completing the first activity, a reward to provide the users basedon the platform through which the user is accessing the game to performthe first activity and/or any other activity. The reward module 24 maybe configured to determine if the user completes the activitiescomprising one or more of: tasks in the game, logging into the game,interacting with other users in the game, inviting other people to jointhe game and/or activities.

The reward module 24 may create an incentive for users to play on morethan one platform. Many times users usually play games only one platformand the information about the user's habits is usually limited to thatsingular platform. By creating a mechanism to provide rewards to usersoutside the single platform, users will be incentivized to play ondifferent game platforms. While users play on different game platforms,game administrators may monitor different types of user habits andbehavior.

The user habits and behavior may include spend behavior and userengagement all based on user input through each console. This will allowa game administrator to gain a better understanding of user habits andoverall behavior. A user's habits and behavior may be captured not onlywhen the user is traveling through their phone, but also when they areat home on their PC, when they are on their office PC, and/or when theyare on their home console and/or any other platform.

Network module 26 of the game server(s) 12 may be configured to maintaina connection to the one or more client computing platforms 14. Forexample, the network module 26 may maintain one or more communicationlines or ports to enable connection and/or exchange of information witha network 30 and/or other computing platforms 14. Information such asstate information, game state and game logic may be communicated vianetwork module. The network module 26 may be configured to receiveinformation from the client computing platform(s) 14 as well.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

The game server(s) 12, client computing platform(s) 14, and/or externalresource(s) 32 may be operatively linked via one or more electroniccommunication links. For example, such electronic communication linksmay be established, at least in part, via a network such as the Internetand/or other networks. It will be appreciated that this is not intendedto be limiting, and that the scope of this disclosure includesimplementations in which game server(s) 12, client computing platform(s)14, and/or external resource(s) 32 may be operatively linked via someother communication media.

Game server(s) 12 may include electronic storage 28, one or moreprocessors 16, and/or other components. Game server(s) 12 may includecommunication lines, or ports to enable the exchange of information witha network 30 and/or other computing platforms 14. Illustration of gameserver(s) 12 in FIG. 1 is not intended to be limiting. Game server(s) 12may include a plurality of hardware, software, and/or firmwarecomponents operating together to provide the functionality attributedherein to game server(s) 12. For example, game server(s) 12 may beimplemented by a cloud of computing platforms operating together as gameserver(s) 12.

Electronic storage 28 may comprise non-transitory storage media thatelectronically stores information. The electronic storage media ofelectronic storage 28 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with gameserver(s) 12 and/or removable storage that is removably connectable togame server(s) 12 via, for example, a port (e.g., a USB port, a firewireport, etc.) or a drive (e.g., a disk drive, etc.). Electronic storage 28may include one or more of optically readable storage media (e.g.,optical disks, etc.), magnetically readable storage media (e.g.,magnetic tape, magnetic hard drive, floppy drive, etc.), electricalcharge-based storage media (e.g., EEPROM, RAM, etc.), solid-statestorage media (e.g., flash drive, etc.), and/or other electronicallyreadable storage media. Electronic storage 28 may include one or morevirtual storage resources (e.g., cloud storage, a virtual privatenetwork, and/or other virtual storage resources). Electronic storage 28may store software algorithms, information determined by processor 16,information received from game server(s) 12, information received fromclient computing platform(s) 14, and/or other information that enablesgame server(s) 12 to function as described herein.

Processor(s) 16 is configured to provide information processingcapabilities in game server(s) 12. As such, processor(s) 16 may includeone or more of a digital processor, an analog processor, a digitalcircuit designed to process information, an analog circuit designed toprocess information, a state machine, and/or other mechanisms forelectronically processing information. Although processor(s) 16 is shownin FIG. 1 as a single entity, this is for illustrative purposes only. Insome implementations, processor(s) 16 may include a plurality ofprocessing units. These processing units may be physically locatedwithin the same device, or processor(s) 16 may represent processingfunctionality of a plurality of devices operating in coordination. Theprocessor(s) 16 may be configured to execute modules 18, 20, 22, 24and/or 26. Processor(s) 16 may be configured to execute modules 18, 20,22, 24 and/or 26 by software; hardware; firmware; some combination ofsoftware, hardware, and/or firmware; and/or other mechanisms forconfiguring processing capabilities on processor(s) 16. As used herein,the term “module” may refer to any component or set of components thatperform the functionality attributed to the module. This may include oneor more physical processors during execution of processor readableinstructions, the processor readable instructions, circuitry, hardware,storage media, or any other components.

It should be appreciated that although modules 18, 20, 22, 24 and/or 26are illustrated in FIG. 1 as being implemented within a singleprocessing unit, in implementations in which processor includes multipleprocessing units, one or more of modules 18, 20, 22, 24 and/or 26 may beimplemented remotely from the other modules. The description of thefunctionality provided by the different modules 18, 20, 22, 24 and/or 26described below is for illustrative purposes, and is not intended to belimiting, as any of modules 18, 20, 22, 24 and/or 26 may provide more orless functionality than is described. For example, one or more ofmodules 18, 20, 22, 24 and/or 26 may be eliminated, and some or all ofits functionality may be provided by other ones of modules 18, 20, 22,24 and/or 26. As another example, processor 16 may be configured toexecute one or more additional modules that may perform some or all ofthe functionality attributed below to one of modules 18, 20, 22, 24and/or 26.

A given client computing platform(s) 14 may include one or moreprocessors configured to execute computer program modules. The computerprogram modules may be configured to enable an expert or user associatedwith the given client computing platform(s) 14 to interface with system10, game server(s) 12, and/or external resource(s) 32, and/or provideother functionality attributed herein to client computing platform(s)14. By way of non-limiting example, the given client computingplatform(s) 14 may include one or more of a desktop computer, a laptopcomputer, a handheld computer, a tablet computing platform, a NetBook, aSmartphone, a gaming console, and/or other computing platforms.

External resource(s) 32 may include sources of information, hosts and/orproviders of game space s outside of system 10, external entitiesparticipating with system 10, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resource(s) 32 may be provided by resources included in system10.

FIG. 2 illustrates a method 40 configured to implement an exemplarymethod of dynamically adjusting prizes or awards based on a platform anonline game, according to an aspect of the invention. The operations ofmethod 40 presented below are intended to be illustrative. In someembodiments, method 40 may be accomplished with one or more otheroperations not described, and/or without one or more of the operationsdiscussed. The order in which the operations of method 40 areillustrated in FIG. 2 and described below is not intended to belimiting.

In some embodiments, method 40 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 40 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 40.

At an operation 42, an instance of a game space may be executed. In someimplementations, operation 42 may be performed by a game module the sameas or similar to game module 18 (shown in FIG. 1 and described above).

At an operation 44, the executed instance of the game space may beimplemented to manage user profiles. The user information may includeuser information for the first user that describes interaction of thefirst user with the game through the first platform and the secondplatform and/or any other platform. User information may be stored inuser accounts and/or profiles. User accounts may be an account on avideo game central server or within a peer-to-peer network that containsa user profile including personal, billing, and character accountinformation. A user attribute may be any attribute that can be appliedto a user account. User attributes may include, but not be limited to:real currency, discount of monthly fees for playing game, monthly feefor playing a game, interest rates for use of or borrowing real orvirtual cash amounts, global character attribute settings for allcharacters created by player across multiple games, rewards forencouraging another player to sign up to play and/or any otherattributes. In some implementations, operation 44 may be performed by auser module the same as or similar to user module 20 (shown in FIG. 1and described above).

At an operation 46, user value metrics may be determined. The uservaluation information may include user value metrics for the users onthe individual platforms. In some implementations, operation 46 may beperformed by a user valuation module the same as or similar to uservaluation module 22 (shown in FIG. 1 and described above).

At an operation 48, the virtual rewards may be provided. The virtualrewards may be provided to users in the game in response to usersparticipating in or completing activities. In some implementations,operation 48 may be performed by a reward module the same as or similarto the reward module 24 (shown in FIG. 1 and described above).

FIG. 3 illustrates an exemplary diagram of a user interface 50 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. As shown, theuser interface 50 enables a user to determine which rewards will beprovided based on particular console. The user may be required tocomplete a particular task on a particular platform as exemplified by52, 56 and 58. Once the user completes the task, the user may claim 54their accomplishment.

Tasks shall include, but not be limited to: completing all or part of amission; playing for a certain period of time; winning a match againstanother player character or computer generated character; reaching acertain level or score; using or obtaining an ability or technology;kill/death ratios; obtaining, creating or modifying an object; solving apuzzle; accuracy with weapons; effective use of the proper weapon;killing a certain character/creature; getting through or to a certaingeographic area; decreasing or increasing Karma Points; getting, buying,exchanging or learning a new skill or player attribute; having a child;getting married; obtaining, buying, trading, producing or developing rawmaterials; producing goods or services; earning income; earning a higherrank in an army; winning an election among two or more playercharacters; achieving deity or other status; improving player characterstatus or caste; assisting other player characters with any of theabove; speed of accomplishing or changing the rate or trends of any orall of the above.

Accomplishments shall include acquiring various matters. Various mattersmay be collected in an inventory. These matters may include, but are notlimited to, virtual items, virtual resources, character attributes,and/or character skills. A virtual item may be an item that can be usedin a virtual world to assist a player's character. Examples of virtualitems include, but are not limited to, valuables (money, valuable metalsor gems, etc.), weapons, spell components, defense components, and/orarmor. A virtual resource may be a resource that can be used in thevirtual world to create game attributes. Examples of virtual resourcesinclude wood, stone, herbs, water, ores, animals, monsters, bosses,NPCs, building materials, potions, etc. A character attribute may be anyquality, trait, feature and/or characteristic a particular character canhave. Character attributes may include, but are not be limited to: acharacter score, a virtual object, the physical appearance of acharacter, an emblem or mark, a synthetic voice, virtual currency,virtual help points or credits, the ability to join groups of otherplayers at a later time, a score for subsequent matching of later gameparameters, a relationship with another character, a genetic profile ormakeup, a skill or skill level, and/or a ranking. Character skills maybe game attributes inherent in or acquired by a player character duringgame play such as, but not limited to: the ability to cast (certain)spells, foretell the future, read minds, use (certain) weapons, cook,hunt, find herbs, assemble herbs into potions, mine, assemble objectsinto other objects, fly, and/or enchant other player characters.

The user maintains an inventory for the user's character in whichvirtual awards may be collected. The inventory may be accessed throughan interface. As the character progresses through the game it mayreceive access to higher-level gear. Higher-level gear may be morepowerful and/or effective within the game. This may include havingparameters (e.g., hit points, attack strength, defense points, speed,etc.) that enhance the functionality of the gear in the game. The playermay be able to review items within the players inventory and equip thecharacter with an item appropriate to the current game situation. Itemsmay be dragged from the inventory to a preview window. As items areselected, they may appear either on or next to the character. Forexample, the character is currently not wearing any armor and/oraccessories, armor and accessories such as a cape may be added byaccessing the character's inventory. Management of a character'sinventory is a common game mechanic, and may lead to many hours of gameplay. Players may collect, trade, buy, fight over items, and/or performother actions to add to theft inventory. Games in different genres, suchas science fiction, may incorporate items specific to that genre. Forexample, laser guns may be substituted in place of swords as thestandard weapon used by characters within a science fiction-type game.The data describing clothing and other equipment or gear may be storedin the character record.

FIG. 4 illustrates an exemplary diagram of a user interface 60 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. As shown, theuser interface 60 enables a user to determine how many virtual items theuser has acquired 62. The user interface 60 enables a user to choosewhich task to complete. For example, a user may choose to upgradecottages 64 or upgrade the kingdom wall 66. The user interface 60 allowsa user to see what tasks need completing 68.

FIG. 5 illustrates an exemplary diagram of a user interface 70 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. In someimplementations, the platform may be a mobile phone.

FIG. 6 illustrates an exemplary diagram of a user interface 72 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. In someimplementations, the platform may be a personal computer.

FIG. 7 illustrates an exemplary diagram of a user interface 74 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. In someimplementations, the platform may be a smart television 74.

FIG. 8 illustrates an exemplary diagram of a user interface 80 whichimplements dynamically adjusting prizes or awards based on a platform inan online game, according to an aspect of the invention. In someimplementations, the user may select the “my items” tab, and select froma category 82 of virtual in-game goods to use in game. In someimplementations, the categories may include one or more: miscellaneous,speed up, combat, resources, chest, and/or any other category. Eachcategory contains lists of items 84 that a user owns and/or may use orpurchase 86 in game.

It would be understood by one of ordinary skill in the art that theinterfaces may not be limited to the embodiment illustrated in FIGS. 3,4, 5, 6, 7, and 8. The interfaces may be associated with any objective,activity, action, or a combination thereof.

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

1. A system for providing incentives based on a platform used tointeract with an online game, the system comprising: one or moreprocessors configured by machine-readable instructions to: obtain uservalue metrics for users for individual platforms used to access theonline game, wherein the users include a first user that accesses theonline game through multiple platforms including a first platform and asecond platform, such that a first user value metric for the first useron the first platform and a second user value metric for the first useron the second platform are obtained; and provide incentives to the usersresponsive to the users interacting with the online game andparticipating in and/or completing activities in the online game, theactivities including a first activity, wherein responsive to the firstuser completing the first activity, an incentive is provided to thefirst user based on the platform through which the first user isaccessing the online game to perform the first activity.
 2. The systemof claim 1, wherein the one or more processors are configured bymachine-readable instructions to determine the user value metrics of theuser on the various platforms through which the user accesses the onlinegame include the first user value metric and the second user valuemetric.
 3. The system of claim 1, wherein the user value metricsindicate past user spending by the users on the platforms.
 4. The systemof claim 3, wherein the past user spending comprises one or more of:virtual currency and real world currency.
 5. The system of claim 3,wherein the past user spending in the online game is indicated by one ormore of: a spend velocity, a spend frequency, a total amount spent. 6.The system of claim 1, wherein the activities comprise one or more of:tasks in the online game, logging into the online game, interacting withother users in the online game, and inviting other people to join theonline game.
 7. A computer implemented method for providing incentivesbased on a platform used to interact with an online game, the systemcomprising: obtaining user value metrics for users for individualplatforms used to access the online game, wherein the users include afirst user that accesses the online game through multiple platformsincluding a first platform and a second platform, such that a first uservalue metric for the first user on the first platform and a second uservalue metric for the first user on the second platform are obtained; andproviding incentives to the users responsive to the users interactingwith the online game and participating in and/or completing activitiesin the online game, the activities including a first activity, whereinresponsive to the first user completing the first activity, an incentiveis provided to the first user based on the platform through which thefirst user is accessing the online game to perform the first activity.8. The method of claim 7, wherein the determining the user value metricsof the user on the various platforms through which the user accesses theonline game include the first user value metric and the second uservalue metric.
 9. The method of claim 7, wherein the user value metricsare determined based on the past user spending by the users on theplatforms.
 10. The method of claim 9, wherein the past user spendingcomprises one or more of: virtual currency and real world currency. 11.The method of claim 9, wherein the past user spending in the online gameis indicated by one or more of: a spend velocity, a spend frequency, atotal amount spent.
 12. The system of claim 7, wherein the activitiescomprise one or more of: tasks in the online game, logging into theonline game, interacting with other users in the online game, andinviting other people to join the online game.